Therianthropes

Catfolk: Standard Race (13 RP)

Ability Score Modifiers:

+2 Dexterity, +2 Charisma, –2 Wisdom

Type:

Humanoid (catfolk)

Size:

Medium

Base Speed:

30 ft.

Languages:

Trade Common and/or Regional Language, and Chaal

Defensive Racial Traits

Cat’s Luck (Ex): Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.

Feat and Skill Racial Traits

Natural Hunter: +2 racial bonus to Perception, Stealth, and Survival

Movement Racial Traits

Climber: Catfolk hunters excel at hunting prey from trees and other high vantage points. Catfolk with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords).

Senses Racial Traits:

Low-Light Vision

Kitsune: Standard Race (RP 10)

Ability Score Modifiers:

+2 Dexterity, +2 Charisma, and –2 Strength

Type:

Humanoid (kitsune, shapechanger)

Size:

Medium

Base Speed:

30 ft.

Languages:

Nihuran and Chaal

Offensive Racial Traits:

Natural Bite: In her natural form, a kitsune has a bite attack that deals 1d4 points of damage.

Feat and Skill Racial Traits:

Agile: Kitsune receive a +2 racial bonus on Acrobatics checks.

Magical Racial Traits:

Change Shape: A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores and can remain in this form indefinitely.

Kitsune Magic: Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast. Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/daydancing lights (caster level equals the kitsune’s level).

Senses Racial Traits:

Low-light Vision

Mantid: Advanced Race (RP 18)

Ability Score Modifiers:

+4 Dex, +2 Wis, -2 Int, -4 Cha

Type:

Humanoid (insect)

Size:

Medium

Base Speed:

30 ft.

Languages:

Mantid

Offensive Racial Traits:

Multiple Limbs: Mantid have four arms, and thus can take the Multiweapon Fighting feat instead of the Two-Weapon Fighting feat. Mantid can also take the Multiattack feat (these are not bonus feats).

Natural Attacks: Mantid can attack with four claws and a bite. The claws deal 1d4 points of damage, and the bite is a secondary attack that also deals 1d4 points of damage. A thri-kreen can attack with a weapon (or multiple weapons) at its normal attack bonus, and make either a bite or claw attack as a secondary attack. For example, a mantid ranger with the Multiweapon Fighting feat who is armed with three short swords could attack with all three swords at a -2 penalty (the normal penalty for fighting with multiple weapons while using light weapons in its off hands) and also make a bite attack at a -5 penalty.

Weapon Familiarity: Mantid can treat gythkas and chatkchas as martial weapons rather than exotic weapons.

Defensive Racial Traits

Natural Armor: +1 racial bonus to natural armor

Feat and Skill Racial Traits:

Camouflage: Mantid have a +4 racial bonus on Stealth checks in sandy or arid settings

Psionic Racial Traits:

Naturally Psionic: Mantid gain 3 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.

Psi-Like Abilities (Ps): 1/day each – chameleon, know direction and location, metaphysical claw. Manifester level is equal to character level. The save DCs are 10+½ lvl+Cha mod.

Weakness Racial Traits:

Alien Mind: Mantid think differently from most humanoids and have a hard time relating to folk of other races, and thus take a -4 penalty on Sense Motive checks.

Minotaur: Advanced Race (RP 16)

Ability Score Modifiers:

+4 Strength, +4 Constitution, -4 Intelligence, -2 Charisma 

Type:

Humanoid (minotaur)

Size:

Medium

Base Speed:

30 ft.

Languages:

Trade Common or Regional Language, and Taur

Offensive Racial Traits:

Powerful Charge: Whenever a Minotaur charges, it deals twice the number of damage dice with its gore attack, plus 1-1/2 times its Strength bonus.

Natural Weapons: A minotaur has a gore attack that deals 1d6 points of damage.

Weapon Familiarity: A minotaur is proficient with the greataxe and all simple weapons.

Defensive Racial Traits

Natural Armor: +1 natural armor bonus.

Feat and Skill Racial Traits:

Keen Senses: Minotaurs have a +4 racial bonus on Perception checks.

Senses Racial Traits:

Darkvision 60 ft.

Other Racial Traits:

Natural Cunning: Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.

Tengu: Advanced Race (RP 13)

Ability Score Modifiers:

+2 Dexterity, +2 Wisdom, -2 Constitution

Type:

Humanoid (tengu)

Size:

Medium

Base Speed:

30 ft.

Languages:

Trade Common or Nihuran, and Slyth

Offensive Racial Traits:

Swordtrained: Tengus are trained from birth in swordplay, and as a result are automatically proficient with sword-like weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).

Natural Weapons: A tengu has a bite attack that deals 1d3 points of damage.

Feat and Skill Racial Traits:

Sneaky: Tengus gain a +2 racial bonus on Perception and Stealth checks.

Gifted Linguist: Tengus gain a +4 racial bonus on Linguistics checks, and learn 2 languages each time they gain a rank in Linguistics rather than 1 language.

Senses Racial Traits:

Low-light Vision

Vanara: Advanced Race (RP 8)

Ability Score Modifiers:

+2 Dexterity, +2 Wisdom, -2 Charisma

Type:

Humanoid (vanara)

Size:

Medium

Base Speed:

30 ft.

Languages:

Trade Common or Nihuran, and Chaal

Feat and Skill Racial Traits:

Nimble: Vanaras have a +2 racial bonus on Acrobatics and Stealth checks.

Movement Racial Traits:

Climber: Vanara with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords).

Other Racial Traits:

Prehensile Tail: A vanara has a long, flexible tail that she can use to carry objects. She cannot wield weapons with her tail, but the tail allows her to retrieve a small, stowed object carried on her person as a swift action.

Senses Racial Traits:

Low-light Vision

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